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市場調查報告書

全球電玩遊戲市場:趨勢·分析·詳細的市場展望

World Video Game Markets: Trends, Analyses and In-depth Market Outlook

出版商 IDATE DigiWorld 商品編碼 290015
出版日期 內容資訊 英文
商品交期: 最快1-2個工作天內
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全球電玩遊戲市場:趨勢·分析·詳細的市場展望 World Video Game Markets: Trends, Analyses and In-depth Market Outlook
出版日期: 2016年06月07日 內容資訊: 英文
簡介

全球電玩遊戲市場 (包含設備) ,預計從2016年的745億歐元擴大到2020年的1076億歐元 (年度平均9.6%) 。

這個資料庫提供全球電玩遊戲市場上主要遊戲區分 (家用遊戲主機,終端型遊戲主機,手機遊戲,電腦遊戲) 相關之5年預測資料。

第1章 摘要整理

第2章 家用遊戲主機:企業取回成功

  • 家用遊戲主機:企業再度贏得成功
  • 但家用遊戲主機市場區隔預測在2017-2018年前將迎向減少期循環
  • 家用遊戲主機用遊戲的銷售額所創造的收益預測在2018年將迎向巔峰
  • 到2020年家用遊戲主機用軟體的銷售額創造的收益中40%以上將為虛擬產品的銷售額所佔

第3章 終端型遊戲主機:為了再度引得關注重新考慮遊戲玩家經驗

  • 終端型遊戲主機的銷售額受到智慧型手機·平板電腦普及的莫大影響
  • 終端型遊戲主機市場規模在2012年以後淨利減少
  • 終端型遊戲主機用遊戲的銷售額實質成長鈍化

第4章 手機遊戲:穩定的·廣泛的動態

  • 平板電腦的成功促使電玩活化·大眾化
  • 平板電腦遊戲是急速成長市場
  • 智慧型手機遊戲玩家預測將在2019年前超過10億人
  • 智慧型手機遊戲證實市場的優先佔有率
  • 手機遊戲,電玩遊戲市場上的市場區隔領導者

第5章 電腦遊戲:線上時代

  • PC遊戲市場被區分為幾大類
  • 線上電腦遊戲機的企業數持續增加
  • 線上電腦遊戲市場到2020年將達到200億歐元
  • 對Free2Play市場區隔來說,社群遊戲迷比MMO玩家留下更多
  • 但MMO市場主張其價值
  • 平板電腦,智慧型手機及終端型遊戲主機的數量市場佔有率

第6章 趨勢

  • 遊戲玩家側寫的變化
  • 虛擬實境 (VR) - 擴增實境 (AR)
  • E-運動,成長與預測
  • 多螢幕遊戲的課題
  • 對串流遊戲,網站巨大企業來說的新黃金鄉
  • 智慧玩具:成長引擎以上
  • 行銷費用的負擔
  • 內容的編輯趨勢·國際化
  • 遊戲引擎的競爭:Act 3
  • 雲端遊戲

圖表

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目錄
Product Code: M16275B

The global video game market (including equipment) will grow from 74.5 billion EUR in 2016 to 107.6 billion EUR in 2020 (+9.6 % per year on average).

This study follows the development of key indicators for the sector over the next five years and delivers an appraisal of key segments:

  • Home consoles
  • Handheld consoles
  • Mobile gaming
  • Computer games

It also takes a look at the core trends shaping the sector: industry concentration that is redrawing the market, technological innovations such as virtual reality that are opening up new segments, changes in user habits with the development of multi-screen games, e-Sport, etc.

Table of Contents

1. Executive Summary

  • 1.1. Market Overview
  • 1.2. Traditional gaming segments outpaced by competition in games online and on mobile platforms
  • 1.3. Asia-Pacific, the untouchable leader in the video game market
  • 1.4. Over 70% of the revenue from the video game market in 2016 is from dematerialized distribution and online payment practices
  • 1.5. Smart toys are gaining prominence in the toy segment
  • 1.6. Video games and connected TVs, waiting for a natural convergence

2. Home consoles: successfully winning back players

  • 2.1. Home consoles: successfully winning back players...
  • 2.2. ... But this segment will undergo a cyclic decrease by 2017-2018
  • 2.3. Revenue generated by the sale of games for home consoles will peak in 2018
  • 2.4. In 2020, for home consoles, over 40% of the revenue generated by the sale of software will come from dematerialized sales

3. Handheld consoles: rethink the gamer experience to renew interest

  • 3.1. Sales of handheld consoles are highly impacted by the popularization of smartphones and tablets
  • 3.2. The value of the handheld console market has experienced a net decline since 2012
  • 3.3. Sales of games for handheld consoles showed substantial growth

4. Mobile gaming: a steady and widespread dynamic

  • 4.1. The success of tablets is energizing and popularizing game playing
  • 4.2. Tablet games, a quickly growing market
  • 4.3. Over a billion smartphone gamers by 2019
  • 4.4. Smartphone games confirm their dominant share of the sector
  • 4.5. Mobile games, segment leader in the video game market

5. Computer games: the online era

  • 5.1. The PC game market is segmented into several large families
  • 5.2. The number of players of online computer game continues to grow
  • 5.3. The online computer game market will reach 20 billion EUR in 2020
  • 5.4. For the Free2Play segment, social game enthusiasts remained more numerous than MMO players...
  • 5.5. ...but the MMO market will assert its value!
  • 5.6. Market share in volume of tablets, smartphones, and handheld consoles

6. Trends

  • 6.1. Changes in the gamer profile
    • 6.1.1. Mobile gamers on the rise
    • 6.1.2. Asia clearly in the lead
    • 6.1.3. Mobile gamers dominate
  • 6.2. Virtual Reality (VR) - Augmented Reality (AR)
    • 6.2.1. Background information
    • 6.2.2. Technological Choices
    • 6.2.3. A market in full expansion
    • 6.2.4. Virtual Reality: Focus on Oculus Rift
  • 6.3. E-sport, growth and forecasts
  • 6.4. The challenges of multi-screen games
    • 6.4.1. Emerging uses
    • 6.4.2. Industry is positioning itself
    • 6.4.3. The potential market
    • 6.4.4. Emerging uses
  • 6.5. Streaming games, the new Eldorado for web giants
  • 6.6. Smart toys: more than a growth engine
  • 6.7. The burden of marketing costs
  • 6.8. Editorial trends and internationalization of content
    • 6.8.1. The video game sector is globalized with internationalized content
    • 6.8.2. The local and cultural dimensions form a rich and effective combination
  • 6.9. The game engine competition: Act 3
    • 6.9.1. What is a game engine?
    • 6.9.2. Unreal Engine and Unity
    • 6.9.3. Source and CryEngine
  • 6.10. Cloud gaming
    • 6.10.1. Moving towards the disappearance of dedicated equipment?
    • 6.10.2. Key players
    • 6.10.3. Video games available beyond consoles
    • 6.10.4. Value chain via an ISP
    • 6.10.5. Focus on Playstation Now

List of tables and figures

1. Executive Summary

  • Growth in the global video game market by segment, 2016-2020
  • Distribution of the global video game market per segment, 2016 and 2020
  • Distribution of the global video game market per segment, per region, in 2016 (excluding VR)
  • Physical video game market vs dematerialized video game market, 2018-2020
  • Global toy and smart toy market, 2016-2020
  • Sales of UHD TVs per region, 2016-2020

2. Home consoles: successfully winning back players

  • Global home console sales 2004-2020
  • Global sales of the previous generation of home consoles, 2016-2020
  • Home console sales for the top five countries worldwide, in 2016
  • Global home console sales in value, 2004-2020
  • Distribution of the home console market, in value, by region
  • Global sales of home console game software in value, 2016-2020
  • Distribution of the home console game software market, in value, by region
  • The market for home console game software in dematerialized format in value, per region, 2016-2020
  • Breakdown of home console software market, % of value, by type of revenues

3. Handheld consoles: rethink the gamer experience to renew interest

  • Global handheld console sales, 2007-2020
  • Handheld console sales for the top five countries worldwide, in 2016
  • Global handheld console sales, in value, 2007-2020
  • Handheld console market, in value, by region
  • The market for handheld console game software in value, per region, 2016-2020

4. Mobile gaming: a steady and widespread dynamic

  • Global population of tablet players, 2016-2020
  • Share of the population playing games on tablets per region, 2016-2020
  • Average annual ARPU for tablet games, 2016-2020
  • Global tablet game market, in value, 2016-2020
  • Global population of smartphone gamers, 2016-2020
  • Share of the population playing games on smartphone per region, 2016-2020
  • Average annual ARPU for smartphone games, 2016-2020
  • Global smartphone game market, in value, 2016-2020
  • Global mobile game market and ARPU, in value, 2016-2020
  • Global population of smartphone and tablet gamers, 2016-2020
  • Share of the population playing games on smartphones and tablets per region, in 2016

5. Computer games

  • Types of games on personal computers
  • Share of the population playing online computer games, per region, in 2016
  • Global population of online computer game players, 2016-2020
  • Global online computer games, in value, 2016-2020
  • Global population of Free2Play gamers, per segment, 2016-2020
  • Global Free2Play market, per segment, in value, 2016-2020
  • Market share in volume of sales, tablets, smartphones, and handheld consoles worldwide, 2016-2019

6. Trends

  • 6.1. Changes in the gamer profile
    • Changes in the number of people playing video games worldwide, 2010-2020
    • Distribution and change in the number of players worldwide, 2016-2020
    • Distribution of the number of players per device type, in 2010 and 2020
  • 6.2. Virtual Reality (VR) - Augmented Reality (AR)
    • Virtual reality via a dedicated headset
    • AR functionality via the Ikea application
    • Mixed Reality via HoloLens
    • A selection of VR headsets
    • Market for VR equipment and software
    • Distribution of VR revenue per video game platform
    • VR headset with a controller for movement and interaction
    • Oculus Rift: Technical Specifications
  • 6.3. E-sport
    • Twitch streaming service interface
    • VR spectator mode for DOTA 2
    • League of Legends Competition
    • Live rebroadcast, and on a major channel, of an e-sport finale
    • Betting sites, with real money, the most popular in the United States
    • Gambling site specializing in Dota 2 virtual goods
  • 6.4. The challenges of multi-screen games
    • Second-screen usage grid
    • Apple TV: Sales and installed base
    • Multi-screen game revenue per segment, 2016-2020
    • Share of the population playing online computer games, per region, in 2016
    • Distribution of revenue captured by multi-screen games per platform, 2016 and 2020
  • 6.5. Streaming games, the new Eldorado for web giants
    • Twitch interface homepage
  • 6.6. Smart toys: more than a growth engine
    • Disney Infinity on PS4 starter pack
    • Lego Dimensions on Xbox One starter pack
    • Relative share of the global smart toy market compared to its reference markets
    • Changes in the global market for video toys
  • 6.7. The burden of marketing costs
    • Changes in the development costs for home console games
    • Changes in the marketing/development costs ratio for home consoles
    • Changes in the development costs for games on mobile platforms
    • Changes in the marketing/development costs ratio for mobile platforms
  • 6.10. Cloud gaming
    • Extract of the GameFly catalog
    • Geforce Now streaming service, for Nvidia Shield
    • Xfinity Games (Comcast)
    • Bbox Games
    • Cloud gaming value chain via an ISP
    • OTT Cloud gaming value chain
    • Selection of titles available on PS Now
    • Service availability

Database structure

Forecasts up to 2020 by geographical zone and by country

Video Game Market (million EUR)

  • Home Console Market
  • Computer Game Market
  • Mobile Game Market
  • On Demand TV Game Market
  • VR Game Market

Home Console Market

  • Hardware
    • Home Console Hardware sold (million units)
    • Home Console Hardware Installed Base (million units)
    • Home console average retail price (EUR)
    • Home Console Hardware Market (million EUR)
  • Software
    • Home Console software units sold (million units)
    • Home console software average retail price (EUR)
    • Home Console software Market (million EUR)

Hanheld Console Market

  • Hardware
    • Handheld Console Hardware sold (million units)
    • Handheld Console Hardware Installed Base (million units)
    • Handheld console average retail price (EUR)
    • Handheld Hardware Market (million EUR)
  • Software
    • Handheld Console software units sold (million units)
    • Handheld console software average retail price (EUR)
    • Handheld Software Market (million EUR)

Computer Game Market

  • Offline
    • Optical storage PC games sold (million units)
    • Optical PC game average retail price (EUR)
    • Optical storage PC game market (million EUR)
  • Online
    • Online PC gamers (million)
      • Premium video gamers (million)
      • Free-to-play video gamers (million)
        • o/w online Social Gamers (million)
        • o/w Free MMO Online Gamers (million)
        • o/w Casual Online Gamers (million)
    • Online PC game ARPU (EUR)
    • Online PC game market (million EUR)

Mobile Game market

  • Smartphone
    • Smartphone gamers (million units)
    • Annual smartphone game ARPU (EUR)
    • Smartphone game market (million EUR)
  • Tablet
    • Tablet gamers (million)
    • Annual tablet game ARPU (EUR)
    • Tablet game market (million EUR)

TV Game Market (Game On Demand)

  • Game on demand gamers (million)
  • Annual on demand TV game ARPU (EUR)
  • Game on demand revenue (million EUR)

Geographical coverage

World

Asia-Pacific

  • China
  • Japan
  • South Korea
  • Australia & New Zealand
  • Rest of Asia Pacific

EMEA

  • Europe - Middle East & Africa
  • MEA
  • Europe
  • Central & Eastern Europe
  • Western Europe
  • Benelux
  • Italy
  • United Kingdom
  • France
  • Nordic Countries
  • Germany
  • Spain
  • Rest of Western Europe

Latin America

  • Brazil
  • Rest of Latin America

North America

  • Canada
  • USA
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